Proceedings of the Sriwijaya International Conference on Information Technology and Its Applications (SICONIAN 2019)

Usability, User Experience, Learning Motivation, and Learning Rate Characteristic of Learning Programming Using Game Making on Users with Different Computer Experience

Authors
Danny Matthew SAPUTRA, Liniyanti D OSWARI
Corresponding Author
Danny Matthew SAPUTRA
Available Online 6 May 2020.
DOI
10.2991/aisr.k.200424.098How to use a DOI?
Keywords
game making, Construct 2, programming, learning rate, usability, user experience, learning motivation, learning rate
Abstract

Encouraging young children is an important activity for Sriwijaya University. One way to do this is by training aimed at increasing young children knowledge, skills and awareness. The activities in this training involved students and teachers from the Seventh day Adventist Junior High School in Palembang. The students were given the skills of basic programming in game making using Construct 2. This training will evaluate the usability, user experience, learning motivation and learning rate of Construct 2 to introduce programing to different users with different level of computer experience. The advantage of Construct 2 compared to other game engines lies in its simplicity, easy to understand and adheres to the concept of drag-and-drop so that it is easier and more interesting to be used by junior high school students and teachers who have no programing experience. The study involved introducing the programming and computer game making to junior high school students and teachers so as to create the mindset that making software is not as difficult as imagined. The goal of this study was to observe and compare the usability, user experience, learning motivation and learning rate of Construct 2 as a tool to learn programming by the students and teachers of Seventh day Adventist Junior High School in Palembang. Informatics students with at least 3 years of programming experience will be used as a benchmark to compare the experience to students and teachers. This study shows different levels of score of usability, user experience, learning motivation and learning rate for different type of users with the lowest score belonging to informatics students.

Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the Sriwijaya International Conference on Information Technology and Its Applications (SICONIAN 2019)
Series
Advances in Intelligent Systems Research
Publication Date
6 May 2020
ISBN
978-94-6252-963-2
ISSN
1951-6851
DOI
10.2991/aisr.k.200424.098How to use a DOI?
Copyright
© 2020, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Danny Matthew SAPUTRA
AU  - Liniyanti D OSWARI
PY  - 2020
DA  - 2020/05/06
TI  - Usability, User Experience, Learning Motivation, and Learning Rate Characteristic of Learning Programming Using Game Making on Users with Different Computer Experience
BT  - Proceedings of the Sriwijaya International Conference on Information Technology and Its Applications (SICONIAN 2019)
PB  - Atlantis Press
SP  - 649
EP  - 654
SN  - 1951-6851
UR  - https://doi.org/10.2991/aisr.k.200424.098
DO  - 10.2991/aisr.k.200424.098
ID  - SAPUTRA2020
ER  -